Terrain breakthroughs!

One of the biggest road blocks this new CRS team has had, was the ability to introduce new Terrain. While we still have some work to do, we are now moments away from getting NEWLY UPDATED TERRAIN into a testing environment, using a modified version of the terrain that is currently being used in game at this moment. Read more to see what we'll be doing with terrain, and what that actually means "big picture" wise to WWII Online.

WHAT IS TERRAIN?

Everything that is part of the player's environment, including (but not limited to):

Buildings

Trees

Bushes

Bases

Land

Sea

Cities

Roads

And more

Being able to re-position or add in new elements to terrain means we can effectively begin altering the player environment so as to break any potential monotony. We have several veteran players who literally play in the same town's on the maps and know their ins and outs. Being able to change or add onto these will make for dramatically useful improvements to their experience and many more.

WHAT WILL CRS DO THEN?

First and foremost, we need to get things deployable into a test environment. The good news is, we're now in this stage - HUGE WOOT! Salute to Merlin51, Frisbone and Sniper62 who have had to go through an insanely painful experience to get to that point. Why has this been painful? The terrain code is some of the oldest in WWII Online, and it's pretty clunky, and very undocumented. Unfortunately that caused a pretty significant slow down, but now we're getting through it - yay!

Second, we're going to make some basic modifications to terrain that addresses the player bug reports backlog that we've been building for sometime. We want to make sure any outstanding issues are handled as quickly as possible for sure.

Third, we want to deploy those fixes and some of Doc's old terrain that he made a long time ago (2012) right before things slowed down. This should affect upwards to 50 towns and includes several modifications to town layouts we think will be extraordinarily valuable. So that update would include Doc's modifications and our backlog fixes, das ist gut!

From there, we'll continue to make modifications to existing towns, adding monuments and such on the map and explore what it means to develop new towns in general, very potentially to extend the in-game map more so.

We also very much want to get our old bunkers back into the game, so once we get some new art we'll be looking at making this happen. This will be running in parallel with the other efforts.

EXPLORING SPLITTING UP BIGGER TOWNS

One of the cool things we'd like to do is to take a big town and divide its ownership up a bit. We think this would create VERY unique game play opportunities, and our initial investigation suggests it may be doable. Think about (for example) Antwerp being divided into two towns (in terms of ownership) without changing much in the way that the current objects on the terrain are... that could be really interesting for long sustained inner-city battles.

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This concludes our update for today, but we really hope you're excited to hear that one of the biggest and last remaining things for this team to unlock is pretty close to being hurdled over.

Your support makes this possible. Thank you for being part of our community, let's keep 2018 rolling with momentum!

Very happy regarding the idea to cut big town in 2 parts, or more, I m waiting for that for a very long time.Is it possible to get ground with more curve and less hard angle, or we have to wait for the new 3D engine?